Channelers are people who understand how energy flows and can manipulate it into spells. Channelers study energetics, which is the study of energy. Commoners don't understand energetics, believing channelers do magic granted by gods. As to if your character believes in the gods or the science of energy, or both, it is up to you.
The name channeler comes from the actions required to manipulate energy into spells. A channeler absorbs energy into their bodies and mixes it with their essence while reciting special words in the Runic language. This process is called channeling, and the effect is called a spell.
A channeler uses spells that are written in the runic language to manipulate one of the major energy types that is in the atmosphere. The channeler writes these spells in a grimoire (spell book) or on scrolls and expels them through objects. These objected are called conduits, or melded conduits when a channeler has specifically connected to one of them. Any hand-crafted object can become a conduit. For more information on how energetics, work refers to the energetics chapter.
Requirements for Channeling
There are a few requirements that every channeler must be able to do, otherwise they cannot channel energy. There are some exceptions to these requirements, but those specific aspects of the game will explain why. For example, the Warden trait allows the character to not know the Runic language to channel their spells.
- Must be able to read and speak the Runic language.
- Must use a crafted object (conduit) to channel the spell.
- Must either have the spell memorized or have the means to read the spell as they channel it (increase the spell cost).
Channeling Limit
Every Channeler has a limit, called a channeling limit, on the spells they can channel without causing them to over channel. Your channeling limit is determined by adding your vitality and mental together.
Vitality + Mental = Channeling limit
The amount of times you can over channel before breaking is equal to your channeling limit. Breaking as a channeler causes your character to no longer be playable.
Channeling limit = Over channeling limit
Magic Attack
When using a spell to attack, you use your magic attack based on your magic accuracy. To find this, you add the channeling skill to a d10. For example, if you are channeling a Chrono spell you would add your Chrono skill total to the d10 to determine your magic attack. In this example, your Chrono skill total would be your magic accuracy.
Specific channeling skill + miscellaneous = Magic Accuracy
Magic Accuracy + d10 = Magic Attack
Keep in mind that because you are using skills to determine your accuracy, it changes based on the energy type being used. If your Chrono skill is an expertise skill, you can use it at its full potential. If you use a Necrosis spell you're not experienced in, your chances of success are lower. This reflects where your character has focused their studies. For this example, you choose to study Chrono energy over Necrosis energy.
You use each energy type’s skill as your magic accuracy, as stated before. See the Magic Accuracy & Damage Table for reference.
Magic Damage
Some spells that deal damage can have a statistic added to the damage. The energy type of the spell determines what statistic they add to the damage. See the Magic Accuracy & Damage Table for reference.
Magical Defense
There are many types of defense from energetics, which are explained in the energetics chapter. The defense used is based on the type of spell being channeled.
Over Channeling
Playing a channeler, you must know your limitations and conduit’s durability. Channeling spells that have a cost that is higher than your channeling limit causes you to over channel. Over channeling causes you to age and eventually turn into an Energy Breaker (Monster) or die. See the over channeling section of the energetics chapter for more information.
Spell Difficulty
Choosing to be a channeler, you will need to know how difficult your spells are to overcome. Add five to the channeling skill to calculate the spell difficulty. For example, if you are channeling a Chrono spell, add five to your Chrono skill.
5 + specific channeling skill = Spell Difficulty
Spell Memorization
Channelers memorize their most-used spells or the spells they feel they will need the most for the situation at hand. You can memorize up to your mental plus two spells at a time. A Full Rest is required to memorize the spells.
Mental + 2 = Maximum memorized spells
Magic Accuracy & Damage Table
Energy Type | Accuracy (Skill) | Damage (Statistic) |
---|---|---|
Chrono | Chrono Skill | Mental |
Air (Elemental) | Elemental - Air Skill | Agility |
Earth (Elemental) | Elemental - Earth Skill | Might |
Fire (Elemental) | Elemental - Fire Skill | Fighting |
Frost (Elemental) | Elemental - Frost Skill | Guard |
Lightning (Elemental) | Elemental - Lightning Skill | Agility |
Water (Elemental) | Elemental - Water Skill | Vitality |
Gaia | Gaia Skill | Vitality |
Force | Force Skill | Might |
Necrosis | Necrosis Skill | Thievery |
Photonic | Photonic Skill | Persona |
Psionic | Psionic Skill | Mental |
Transmutation | Transmutation Skill | Crafting |
Starting Spells
You start with spells based on your traits and purchasing them in the marketplace. Traits are the easiest way to determine how many spells you have in your grimoire. Other ways are to buy a grimoire and spells à la carte. See the Traits chapter for traits and the Marketplace for grimoire and purchasing spells.
Once you know how many spells you have, you need to know what spells are available. We recommend choosing spells based on the channeling skills you have upgraded to expertise skills. You should choose spells that make sense to your character’s channeling abilities and background. For example, it wouldn’t make sense if you are a devoted follower of Psion, but only took Chrono spells when you don’t believe Chrono exists. Major conflicts would arise between your character’s story and how you play them.
Wild Energy
People should be careful when using wild energy. There are many ways to use wild energy, such as channeling without a melded conduit and using the wrong energy type for the spell, to name a few. When using wild energy, your character causes an energy surge, which negatively affects them. It also physically deforms them. See wild energy in the energetics chapter for more information.
Energy surge count = Head/torso surge limit = Death (no revive)
Energy surge count = Limb surge limit = The limb is removed
Creation Steps
Step 1: Generating StatisticsStep 2: Sub-Species & Mutations
Step 3: Your Culture
Step 4: Skills
Step 5: Mentality
Step 6: Traits
Step 7: Energetics
Step 8: Equipment
Step 9: The Last Tidbits
Step 10: Your Story so Far
Step Summary
Refer to Chapter 9: EnergeticsRequirements
- Must be able to read and speak the Runic language.
- Must use a crafted object (conduit) to channel spells.
- Must either have the spell memorized or have the means to read the spell as you channel it (increases the spell cost).
Channeling Limit
Vitality + Mental = channeling limit
Channeling limit = over channeling limit
Magic Attack
Channeling skill = magic accuracy
Magic accuracy + d10 = magic attack
Over Channeling
Over channeling limit = instances = Energy Breaker (Monster)
Spell Difficulty
Channeling skill + 5 = Spell Difficulty
Spell Memorization
Mental + 2 = maximum memorized spells
Starting Spells
Buy spells in the marketplace
Gain spells through traits
Wild Energy
Head Limit = Vitality / 3
Torso Limit = (Vitality / 3) + 1
Limb Limit = Vitality / 2